Rupture Spire


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) Common
Planechase Anthology (PCA) None
Commander 2016 (C16) Common
Commander 2013 (C13) Common
Planechase 2012 Edition (PC2) Common
Duel Decks: Ajani vs. Nicol Bolas (DDH) Common
MTG: Commander (CMD) Common
Premium Deck Series: Slivers (PDS) Common
Conflux (CON) Common

Combos Browse all

Related Questions

Rupture Spire


Rupture Spire enters the battlefield tapped.

When Rupture Spire enters the battlefield, sacrifice it unless you .

: Add one mana of any color to your mana pool.

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Recent Decks

Rupture Spire Discussion

K1ngMars on Oloro, Ageless Life

1 week ago

Being in three color is not too difficult to fix the mana base.

I'd remove Rupture Spire since it's very slow and Bant Panorama since you don't play bant. I'd remove karoos like Dimir Aqueduct since they slow you down, and if they get destroyed, you lose 2 mana. I'd remove Opal Palace because it's just a filter: you need 2 lands for 1 mana, and even considering the +1/+1 counter isn't worth it imo.

I'd suggest adding 3-4 taplands per combination of colors (maybe the ones that give you 1 life when they hit the field), for a total of 9-12 taplands. Consider getting the other 2 temples from the Theros block, they're pretty good if you can afford them. The remainder can be filled with basic lands according to your needs and the eventually with some utility lands and then you should be fine.

Btw, your mana base, as of now, isn't much unbalanced.

Feel free to take a look at my decks, I'm in EDH too :D

TylerChester92 on Atraxa's Good Ol Kiki

1 week ago

For budget color fixing you could run the fetch lands from Mirage: Flood Plain, Bad River, & Grasslands. They come out tapped, but that also makes them affordable. You could also run the Bant Panorama since are your most common colors, but I wouldn't run the other panorama fetch lands. Also, you can add more cards that have Basic Landcycling. You already have Ash Barrens, but you could also run something like Sylvan Reclamation, which could be used for either landcycling or it's normal effect. Wayfarer's Bauble has a similar effect to basic landcycling except it really does ramp you, and Expedition Map can be used to tutor Seaside Citadel. Kodama's Reach would help significantly. Then there are also the staple Burnished Hart and Solemn Simulacrum that can also chump-block on behalf of your planeswalkers. You could also do with 1 less land, 38 is probably good for your Mana curve. When removing lands, first go for lands that don't produce mana on their own like Darkwater Catacombs, and then lands that cost mana to play as if they were a spell, like Rupture Spire, and then start removing ones that come out tapped no matter what you do like Meandering River versus Glacial Fortress. Opal Palace would be a great way to play your commander and imediately have a counter on her.

Also consider Thalia's Lancers since they can now tutor any planeswalker now that all planeswalkers are legendary. As well as Call the Gatewatch, Deploy the Gatewatch, Djeru, With Eyes Open, & Arena Rector.

The same rule change that made planeswalkers legendary also makes Urza's Ruinous Blast & Primevals' Glorious Rebirth super useful for your deck.

Like Contagion Engine, you can also run Contagion Clasp which is like the low-caorie alternative, and Steady Progress.

Consider running Gideon, Ally of Zendikar to protect your planeswalkers like Elspeth, Sun's Champion anf Elspeth, Knight-Errant do.

Feyamius on Pauper Simic

1 month ago

Oookay ... cracks fingers

In a +1/+1 counter deck, you really want creatures with persist. They almost never die for good in this environment. Creatures with undying are normally less ideal, but with Zameck Guildmage, you can immediately use that spare +1/+1 counter on the returned creature to draw a card. You could play those instead of bad draw spells like Counsel of the Soratami or Divination. Amass the Components is ... meh.

And I can't take a +1/+1 counter deck without Ivy Lane Denizen and Viridian Joiner (which I like to call "pauper Gyre Sage") seriously. Like, at all. So put them in. ;)

Good cards for that deck (I'd say better than sth like Awaken the Bear or Larger than Life) would also be Ferocity and Predatory Hunger, maybe Primal Cocoon too.

Let's come to the landbase: Unknown Shores are bad and you don't need bad fixing in a two-color deck (and even if you needed the fixing, I'd run Rupture Spire and Transguild Promenade first before considering sth like the Shores). Do you know Opal Palace and Path of Ancestry ? I'd recommend playing 36 lands total as well.

I hope this was of some help to you.

Always keep it Simic!

MagmaArmor0 on The Ultimate Timmy Deck

1 month ago

Finally getting around to replying to these comments...

hoardofnotions: Thanks for the advice! Exploration causes the deck to go infinite, so I won't add it, but burgeoning is potentially addable--although since our commander (our main draw engine) can't draw lands, I'm not sure if it's good enough. I cut the Rupture Spire and Transguild Promenade--tapping out to use Thrasios only to hit one of those felt awful. The land base is much better now. Bloom Tender seems cool, but I'm not sure if it's worth it when most of our permanents are either green or blue--only 5 Black and 7 White, counting our commander who is both. I'll play around with it and see if it makes the cut.

@dropkickprime: Thank you for the kind words! I'm glad I could create something that uses two of your favorite cards in the most absurd way I can think of! :)

@ThermalMeerkat: I'd give you infinite thanks for your comment, but... ;)

@verse2wo: Thanks for the support! Timmy/Tammy power (and toughness) forever!

@kaos429: 93,536,104,789,177,786,765,035,829,293,842,113,257,979,682,750,464 creatures that have +177,786,765,035,829,293,842,113,257,979,682,750,464/177,786,765,035,829,293,842,113,257,979,682,750,464 wasn't enough for you? ;)

CrimsonWings3689 on Beware the Hive - Sliver EDH

1 month ago

@joxer0705 - Honestly, no. Mutavault doesn't benefit the ETB slivers, and hitting 5 colors as soon as possible is huge. Even with a manaweft/gemhide sliver out, the color fixing effectively makes it a Rupture Spire, which is awful.

This version of the deck wants to combo out asap. A more aggressive version of the deck with Hivelord or Legion at the helm might want the extra body badly enough to run the colorless land. As is, I can't afford it, otherwise I would.

Saljen on Sliver Me Timbers Xerxes

1 month ago

Here's some land recommendations, because playing 5 colors is hard without the right lands:

Ancient Ziggurat, Command Tower, Crystal Quarry, Frontier Bivouac (run all 10 of the tri-colored tap lands, they're cheap and good), Mystic Monastery, Nomad Outpost, Opulent Palace, Rupture Spire, Sandsteppe Citadel, Savage Lands, Seaside Citadel, Shimmering Grotto, Sliver Hive, Transguild Promenade.

You should drop all your basic lands down to 1 of each type. Running 5x Vivid lands and 10x Tri-color lands, and 1 of each basic land takes up 20 land slots. The rest should be land that some how taps for all colors.

I run a pretty low budget Slivers list, with Hivelord as the commander as well. Here's some cards that could up the power level of your deck without crazy monetary investment:

Primal Rage and Shared Triumph offer buffs to all of your Slivers. Spirit of Resistance makes you invincible if you have Sliver Hivelord in play. Unearth is a solid way to return some of your best Slivers to play after removal. Harsh Sustenance is solid removal with the added benefit of life gain. Obelisk of Urd is a good way to pump up your Slivers. Domri Rade is a planeswalker that works really well with Slivers. Gives you consistent removal as well as draw. The ultimate makes it real difficult to lose games.

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